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Review and Errata to Aventurian Magic III

All good things come in threes. That’s what Ulisses thought, too, and at the end of November he released the third and perhaps last volume, which deals exclusively with the magic in Aventuria. Whether the wait for druids, geodes, the heavily overhauled animal warriors and all kinds of summonable beings has paid off, you’re reading now.

Graphics, layout and texts

Two of the iconic characters are fighting a summoner. She summons a Shruuf, a mighty demon. I like the dynamic scene. The association of unusual hair color with wickedness – the summoner has pink hair – but less. Inside, as usual with DSA 5, it continues with colorful, good pictures.

The texts are clearly divided into individual paragraphs and other units. The table of contents comes on two pages, the index on four. Unfortunately, the page numbers in the eBook are not linked. While the lyrics come along without significant spelling errors, some misleading phrases have crept into a few passages. The Olporter Magician states, “Opposition to the Al-Anfa arch-enemies can also lead the Olfisher Magician into unexpected climes and great battles.” That sounds like the Black Pearl (or Plague of the South) would even contain Thorwaler, And not so much that Al’Anfa is the nemesis of the maritime folk. Especially players with less background knowledge could stumble over such sentences.

Despite small weaknesses, it is only enough for 4 stars.

Traditions and professions

Like the first Magic Band and Part Two of the series, Number Three introduces some nonexistent or completely new magic traditions and matching professions in DSA 5. This time, the focus is on those who are primarily concerned with the elements, ghosts or demons.

The nature-loving Druids already existed in the regional play aid “The Warring Kingdoms”. Geodes, on the other hand, find their first appearance here in the fifth edition. They subdivide as usual into the rather modest servants of Earth Mother and the authoritarian lords of the earth. Interestingly, this time also the possibility for (extremely rare) female geodes is left open. Unfortunately, the special geode rituals with two pieces are very clear. And every variant of the geodes learns only one of them.

Some players have been waiting for geodes. Here you can see the friendlier version.

Zibiljas, on the other hand, are mostly women. They take care of the Norbards around the clan chronicle and strengthen the cohesion of their group through magic. This can also refer to a group of heroes when the (rarely the) representative of this guild chooses a life as an adventurer. However, the rituals are not intended for fast home use and, together with the background, limit the possible uses.

Less well-known in the DSA cosmos may be various traditions, which occur in some tribal cultures – so far Ferkinas and Gjalsker – and call spirits of the elements, animals, demons or dead in itself. They are now, as before, magic dancers and dervishes, expanded in their possibilities and added to other professions to the animists. This includes a variant of the forest people, the Trollzacker and just Ferkinas and Gjalsker. The less talented Fjarninger spellcraft and the Nivesen wolf children are now animists as well. Classical shamans, with whom animists are sometimes confused, now receive their powers from a deity, so they are tribal devotees and can not be found in the book.

An animist can only learn three normal spells. In addition, he learns special activist powers that protect him or her, for example, from heat or cold. In addition, each tradition has its own Animisten weapon, in the Ferkinas, for example, daggers. They can also be strengthened with the powers. This closes the gap of the fortifying Combat Wizards. So far, Aventuria has few spellcasters who are good with weapons.

Depending on tradition and which spirits the animist can call as first and second patron, the forces differ. But this is not a classic, time-consuming incantation, but usually quickly acting combat forces. Depending on the spirit, different talents can be temporarily strengthened and, depending on the animal’s spirit, appropriate animal transformations can be used. That offers many choices: Rhino and Belhalhar for a bloody fighter? Or rather lynx and eagle for concealment and sensory acuity?

Add to that the probably last missing academies and other teachers of the guild magicians. So Shanada teaches Ben-Oni their black-magical students how they can fight demons with demonic power and weapons. Also, the crossbow is on the curriculum, which is actually a violation of the Codex Albyricus – the magician law – represents that black magician but little care.

Disreputable are the magicians from Brabak who are presented here as necromancers. White Mages from Kuslik are skilled in Transfiguration Magic. Corresponding to the elementary focus, the elementary (gray) training centers are also represented, among them Mherwed, Drakonia (including Branch for the Druidic graduates) and Rashdul. Yol’Ghurmak, on the other hand, has devoted demon summon and often pact deals with the lowholds.

The diversity is somewhat limited by the professions. Their value packages offer only a few elementary academies (and the geodes) different variants, depending on which element the student has prescribed. Especially with the animists, this eliminates the opportunity to pick his own start magic. Fortunately, the value packages are only suggestions that can be modified with more or less effort.

It is understandable, on the one hand, that animists get starting points, especially in nature talents. After all, they come from tribal cultures without larger towns. On the other hand, it makes them more similar and robs them of a few possible uses. For the eight archetypes, the possibilities of the band for quick play are combined again.

The traditions and professions get from me also 4 stars.

Advanced magic rules

Those who are interested in the creation of undead, golems, chimeras and daimons are right in this chapter. The rules for the new edition have been streamlined and unified. Among other things, there is only one manageable, but more varied number of services that perform the “monstrosities”. For this, their loyalty is rolled. Failures can lead to attacks on their creator or other people, but usually the service is simply denied. Also, possible advantages and disadvantages are made clearer. Most creatures no longer benefit from positive liturgies. This is apparently meant to reflect that demonic magic is usually used for their creation. Whether this also applies to (until now in Aventurien rare) elementary representatives, remains unclear at first.

In order to create these creatures, suitable rituals, “raw materials” and with better monstrosities a suitable special craft condition. Complex agents also require a suitable professional secrecy. Matching examples provide a small selection of enclosed undead, golems, chimeras and daimons in the appendix. Those who prefer to summon existing creatures, are happy about numerous demons and elementals (except the fire spirits and -djinnen from the basic rules). With the latter, unfortunately, the elementary masters are missing (which have been submitted here in the meantime). This finally closes a larger gap, contained the previous magic volumes and the basic rules but only a handful of summonable beings. The spirits and fairies contained in the second magic band, the division is owed and tolerable for me.

There are hardly any limits to the creation of chimeras.

It also takes a look at the spheres, minor givers, limbus, time magic and demon pacts. Even independent demons have made it as possible pact partners in the book. The Pact gifts are again diverse and range from general gifts such as old age to special gifts of individual demons. For example, Belhalhar Pacters can turn damage they do to creatures into one’s life force (one life for every three damage).

Why now for the pact conclusion a test on willpower with the heavy aggravation of seven (if no modes are added to come), does not open to me. The seduction of mortals should be in the nature of the Niederhöllen. With such a sample but even suitable candidates usually fail.

Again, it is enough for 4 stars.

Magic and the rest

At the heart of the book are the included spells, rituals and other special skills. Their meaningfulness fluctuates again. Using a special skill to throw a wand into a door to keep it open might not be used that often. In addition, there is already the Motoricus. On the other hand, saving two or three spells on the staff is a very practical addition.

The spells are especially elementary variants of known spells represented. These include the Humofaxius as a damaging human jet or de Aquasphaero as an exploding water polo. It should be noted that some sayings not only bring other side effects through their element. A water ball does not ignite anyone, but can cause damage as well as damage. Also, costs or other features are sometimes different within the series. This makes the overview a bit difficult.

Also reissued are classics like Lord of the Animal Kingdom for Animal Control or the Sensattaco. The latter further increases the probability of a critical success by only one, in a stronger variant only by two. Newcomers also show different usefulness. The scale skin gives armor protection of two and costs only two AsP, but each KR must be paid with an AsP, which makes a Armatrutz for battles longer than a few KR continue to look superior.

With the Oktagramma again fairies can banish back into their fairy world. For quite powerful characters, there are also the seven formulas of the time, which rarely find their way into player hands.

For the included professions also own, optional magic styles are included. While insignificant Druids do not suffer from the severe disadvantages of being in contact with processed metal like other Druids (very useful), Council Masters (from Drakonia) can modify guild magic spells and speak with an aggravation of one (rather than two) (less useful).

I give 3 stars.


The book remains true to the tradition of its predecessors, which in addition to much useful stuff, contain less useful stuff. But since most of the rules have been simplified and added to interesting ideas, DSA fans will once again find plenty of material to play with. Especially the animists make a good figure. On other continents, however, there may be representatives of this guild who are more likely to travel in cities or “civilized” regions to differentiate more. And now that elemental and demonic beings are present with values, this expansion also makes them interesting for those groups that so far only play with the basic rules and the other magic bands.

The final score is 15 out of 20 stars.

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